Investigating a Combination of Input Modalities, Canvas Geometries, and Inking Triggers on On-Air Handwriting in Virtual Reality

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Roshan Venkatakrishnan, Rohith Venkatakrishnan, Chih-Han Chung, Yu-Shuen Wang, Sabarish Babu
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引用次数: 0

Abstract

Humans communicate by writing, often taking notes that assist thinking. With the growing popularity of collaborative Virtual Reality (VR) applications, it is imperative that we better understand aspects that affect writing in these virtual experiences. On-air writing in VR is a popular writing paradigm due to its simplicity in implementation without any explicit needs for specialized hardware. A host of factors can affect the efficacy of this writing paradigm and in this work, we delved into investigating the same. Along these lines, we investigated the effects of a combination of factors on users’ on-air writing performance, aiming to understand the circumstances under which users can both effectively and efficiently write in VR. We were interested in studying the effects of the following factors: (1) input modality: brush vs. near-field raycast vs. pointing gesture, (2) inking trigger method: haptic feedback vs. button based trigger, and (3) canvas geometry: plane vs. hemisphere. To evaluate the writing performance, we conducted an empirical evaluation with thirty participants, requiring them to write the words we indicated under different combinations of these factors. Dependent measures including the writing speed, accuracy rates, perceived workloads, and so on, were analyzed. Results revealed that the brush based input modality produced the best results in writing performance, that haptic feedback was not always effective over button based triggering, and that there are trade-offs associated with the different types of canvas geometries used. This work attempts at laying a foundation for future investigations that seek to understand and further improve the on-air writing experience in immersive virtual environments.

在虚拟现实中调查输入模式,画布几何形状和墨水触发的组合
人类通过书写交流,经常做笔记来帮助思考。随着协作式虚拟现实(VR)应用的日益普及,我们必须更好地了解在这些虚拟体验中影响写作的各个方面。VR中的直播写作是一种流行的写作范例,因为它的实现简单,不需要任何明确的专门硬件。许多因素会影响这种写作模式的有效性,在这项工作中,我们深入研究了同样的因素。沿着这些思路,我们调查了各种因素对用户直播写作表现的影响,旨在了解用户在VR中有效和高效写作的情况。我们感兴趣的是研究以下因素的影响:(1)输入方式:笔刷vs.近场光线投射vs.指向手势;(2)墨迹触发方法:触觉反馈vs.基于按钮的触发;(3)画布几何:平面vs.半球。为了评估写作表现,我们对30名参与者进行了实证评估,要求他们在这些因素的不同组合下写下我们指出的单词。分析了包括写入速度、准确率、感知工作负载等相关度量。结果显示,基于笔刷的输入方式在书写性能方面产生了最好的结果,触觉反馈并不总是比基于按钮的触发有效,并且存在与使用的不同类型画布几何形状相关的权衡。本研究试图为未来的研究奠定基础,以期理解并进一步改善沉浸式虚拟环境下的直播写作体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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